reporust_rebootcancel

123,360 Commits over 4,171 Days - 1.23cph!

7 Months Ago
First pass on ragdoll for new chicken model
7 Months Ago
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
7 Months Ago
Merge from main
7 Months Ago
Merge from media_projects
7 Months Ago
Change all the hardcoded english strings to phrases
7 Months Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
7 Months Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
7 Months Ago
Fish & skull ownership item prefab changes
7 Months Ago
Add ownership when gutting item from fish / crushing skulls
7 Months Ago
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7 Months Ago
gibs fix
7 Months Ago
Cherrypick compile fixes
7 Months Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
7 Months Ago
subtract nothing
7 Months Ago
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7 Months Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
7 Months Ago
Changed how we handle font fallbacks: Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object This prevents some fuckery with strings using characters from multiple fonts Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
7 Months Ago
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing. Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
7 Months Ago
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos Tests: none, compiled in editor
7 Months Ago
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs Turns out I'll need it to support WaterCollision.GetIgnore(start, end...) Tests: none, just compile
7 Months Ago
Re-run protobuf generation
7 Months Ago
subtract 108949
7 Months Ago
merge from main -> item_ownership
7 Months Ago
attempt 3
7 Months Ago
- Make 1 honeycomb every 5 minutes - Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster - Another balancing pass on XP
7 Months Ago
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7 Months Ago
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7 Months Ago
Fixed beehive not generating honeycomb
7 Months Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
7 Months Ago
Missed files
7 Months Ago
Fixed info and loot panel issues
7 Months Ago
merge from fix_junkpile_despawn_delay -> main
7 Months Ago
Fixed weird colour issue on panel
7 Months Ago
merge from fix_optional_protobuf_effect -> main
7 Months Ago
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7 Months Ago
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7 Months Ago
Merge from cosmetic_flowers
7 Months Ago
Fix explosion effects being spawned in center of the map - ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
7 Months Ago
Enabled disabled LOD renderers. Set lod distances.
7 Months Ago
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices - This leads to invalidating WaterInfo, which returns invalid info I need to extend tests to do checks with Entities, as this case/branch isn't covered currently Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
7 Months Ago
bamboo scaffold test and textures
7 Months Ago
Merge from cosmetic_flowers
7 Months Ago
Added DLAA back to the graphics menu for testing the AMD crash
7 Months Ago
adjustments, clean up
7 Months Ago
Bugfix: replace Temp allocators with TempJob allocators for physics jobs - Added misisng resource cleanup This partially fixes test failures. Tests: ran the WaterLevel test checks
7 Months Ago
Merge from presets_editor/quality
7 Months Ago
Downscale claw decal textures, increase normal map intensity
7 Months Ago
Added some tooltips to hive info
7 Months Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
7 Months Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup